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Character Lists

Background (Must Select 1)

Background Requirements Benefits Disadvantages


Cultured +1 Culture and Persuasion. -1 Wilderness and Seamanship.
You may make 1 Free Study Spare Time Roll per session. -1 Armour vs Luck Damage.
Gain 1 Knowledge.
Gain +1 Resource if you’re an NPC.
Nomad +1 Seamanship and Mercantilism. -1 Streetwise and Stealth.
+2 to all Trade Good Spare Time Rolls. -2 Recovery.
+2 Swimming.
Gain a Language.
All of your Weapons gain +2 End Dmg if you’re an NPC.
Street / Slave +1 Streetwise and Stealth. -1 Resolve and Wilderness.
+2 to all Plunder Spare Time Rolls. -2 Max Wealth.
+1 Armour vs Luck Damage (+3 Armour vs Luck Damage if you’re an NPC).
Tribal +1 Physical, Resolve, Awareness and Wilderness. -1 Culture, Metallurgy, and Mercantilism.
Start each Combat with +2 Momentum. -1 Max Momentum.

NPC Background Requirements Benefits Disadvantages


Beast NPC Momentum 1: Move 2 spaces in any direction (if this would put you outside the Max Range of
an Attack, it misses). This may not be done in response to a Firearm attack.
Fiend NPC If you’re killed, deal 1 (1d3 if you’re a Monster) Damage (no Armour) to a random (1d3+3)
Attribute to the character that killed you.
Ghost NPC You may Teleport, Fly and are Incorporeal. If the reason for you haunting the world is removed,
+10 Defence vs Intimidation. you vanish.
Strong Hit: Haunt (Hit) All enemies not adjacent to an ally take 4 (10 if you’re a Monster)
Endurance Damage.
Undead NPC +10 Defence vs Intimidation. -1 Armour when you’re at 0 Endurance.
+1 Armour.

Example Perks Example Complications


Perks Description Complications Description
Access Gain access to 3 Cargo space or a Facility. Addiction You must make a Resolve Skill Roll to resist your Addiction.
Anonymity NPCs find it hard to find information about you. You may never have more than 3 unspent Spare Time Points.
Contact Pick a single Skill. You gain +1 to all Spare Time Rolls with this Skill Bounty Your GM may increase the difficulty of a combat by adding a Skilled
when you’re with your contact. opponent or giving an enemy Ship 5 additional Resources.
This contact may provide you with helpful information. Disrespected Your Crew may choose to not follow you into combat, and your Ship
Prestige You gain +1 to Leadership, and Persuasion Rolls when interacting with Support may choose to not attack when you want them to.
someone who is aware of, and likes, your reputation. Enemy A person hates you.
You gain -2 to all Leadership, and Persuasion Rolls when interacting Moral Code You must make a Resolve Skill Roll to act against your Moral Code.
with someone who is aware of, and does not like, your reputation. Obsession You must make a Resolve Skill Roll to resist your Obsession.
+1 Maximum Resource. -2 to all Spare Time Rolls not connected to your Obsession.
Rank This Perk may only be taken once. Climbing in rank further requires Prejudice/Reputation You may suffer -2 to Leadership, Persuasion, and Spare Time Rolls
in-game actions and not further Rank Perks. when interacting with someone.
Secret You must make a Resolve Skill Roll to share your Secret.

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Advancement Traits

Level Requirements Benefits Disadvantages


Gifted +1 Attribute point (may not go above Maximum).
Legend Min Level 20 When you gain a Level you may gain +1 Attribute point and gain +1 to an Attribute Maximum Your Level may only ever increase your maximum
4 Kn (up to +2) OR +1 to a Skill (up to +2) rather than gaining a Trait. Resources by +23.
Thinker Min Int 3 Select one additional Skill to be Trained in.

Wealth Requirements Benefits Disadvantages


Live in Excess Max Foc 3 You like to live it up and your crew like to be around you! -1 Max Wealth.
+1 Bodies, Crew.
Shrewd 1 Kn You’re careful with your money. -2 to all Wealth Spare Time Rolls to acquire items
+2 to all Wealth Spare Time Rolls to acquire items or services under 14w. or services over 13w.
+1 Max Wealth.
The Finer Things Min Wealth +2 You enjoy the finer things of life. -2 to all Wealth Spare Time Rolls to acquire items
+2 to all Wealth Spare Time Rolls to acquire items or services over 13w. or services under 14w.

Resources Requirements Benefits Disadvantages


Debt Min Res 6 Gain 6 Treasure Trade Boxes. You do not gain 1 free Spare Time Point per session.
Not NPC Gain 3 Resources. Make two 16w Wealth Spare Time Rolls to Retro this
Trait or gain Complication: Enemy.
Famous Perk: Prestige You may make 1 free Enlist Repair Roll per session (may reduce your Wealth). NPCs easily remember you.
Infamous Comp: Rep Complication Reputation grants +2 (not -2) when interacting with someone who is aware of Complication Reputation does not grant you
your Reputation. Luck points.
Strong Hit: Heard of Me (Once per Character per Session, Success OR Hit) A character becomes
wary of you, and takes 4 Endurance Damage.
Jack of all Trades 1 Kn Reduce all Untrained Skill Roll penalties to -1 (normally -2).
Master of all Trades 6 Kn* Reduce all Untrained Skill Roll penalties to -0 (normally -2).
*4 Kn if you’re Retroing ‘Jack of all Trades’ to this Trait.
Notorious Comp: Rep All of your non-Summon allies may gain +2 End Dmg (does not Stack). Your Ship and all non-Summon allies have -2
Your Ship, and all allied ships, may gain +2 Morale Dmg (does not Stack). Defence if they gain this Trait’s bonus (does
not Stack).
Scavenger You’re able to use looted Weapons past 1 session (GM discretion). Weapons looted in this way gain -1 Hit at the end of
each session (Stacks), and it costs 12w to refill
their Ammunition.
Self-Reliant 3 Kn +1 Max Resource. -1 to all Spare Time Rolls.
Gain 1 Resource.

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Attr ibute Traits

Strength Requirements Benefits Disadvantages


Young Max Str 3 NPCs tend to underestimate you. Lose 1 Knowledge.
Max Foc 3 +1 Cover Step. -1 Max Wealth.
Char Creation +1 Recovery. -2 Attribute points.
Old Max Str 3 +1 Max Resource. -1 Physical.
Max Mov 3 Gain 2 Perks. -1 Recovery.
Char Creation Gain 1 Knowledge. You may not Retro this Trait.
Eye Candy 1 Kn NPCs think you’re sexy! NPC easily remember you.
Perk: Prestige.
+2 to all Persuasion and Leadership Skill re-rolls (including Effort) (does not Stack).
Heavy Lifter +2 End Dmg, Large. -1 Combat Order.
Large items require 2 Equipment Slots (normally 3).
Sustained 1 Kn If you take no Endurance Damage between your Turns, gain a free Recovery -2 (min 3).
Massive Min Str 4 You’re large! -2 Combat Order.
Max Ref 3 +2 Defence vs Tackle. Adjacent allies who are not large do not grant
Ignore the first Strong Hit: Critical Hit against your character each Combat. you Cover.

Reflexes Requirements Benefits Disadvantages


Solid Build Max Ref 1 +4 Defence vs Tackle. -1 Swimming.
+5 Endurance.
Eagle Eye Min Ref 2 +2 Range, all Firearm, Thrown and Magic Weapons (does not Stack).
Agility 2 Kn +1 Armour vs Splash.
Momentum 3: During your Turn, you may perform 1 free Swift Action.
Quick Defence 1 Kn +2 Combat Order.
Momentum 2: During your Turn, you may perform 1 free Dodge or Block Action.
Dual Strike Min Str 3 +1 Defence vs Tackle.
Min Ref 3 All of your Weapons gain +2 Hit and End Dmg If you have 2 non-Natural Weapons Active.
2 Kn
Perfect Aim Min Ref 4 +1 Hit, all Weapons.
2 Kn Non-Entrenched Cover grants no Defence bonus to your Targets.

Movement Requirements Benefits Disadvantages


Slow and Steady Max Mov 3 All actions gain the major effect: Move (does not double up with other Moves from the You may not use the Full Move or Charge Actions.
same Action).
Charger 2 Kn You may make your Attack at any point along your movement with any Action that allows you
to Move and Attack (normally at the start or end of your movement).
Speedy 1 Kn +1 Swimming. -5 Endurance.
Momentum 2: During your Turn, you may make a free Move.
Sprinter +2 Combat Order.
+2 Movement with Full Move and Charge Actions.
Swiftly 1 Kn +1 Armour vs Splash.
Up to twice per Turn; When an Attack misses you; you may make a free Move.
Animal Form Min Mov 3 Outside of combat you can turn into any small or medium-sized animal (you may not use any -1 Armour while in your animal form.
Magician equipment). If you take any Attribute Damage you turn back. An appropriate Skill Roll of
4 Kn 14 will tell a person that you’re not a normal animal.
Sure Footed Min Mov 4 +2 Defence vs Tackle.
Ignore the first two spaces of Difficult (but not impassable) Terrain that you cross each Turn.
Fast Strike Min Ref 4 You gain +1d6 Hit vs any character that has not Attacked during the current Turn.
1 Kn Momentum 1: Gain +1 Combat Order for the remainder of this Combat (Stacks).

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Focus Requirements Benefits Disadvantages
Fury Max Foc 2 Gain +1 Momentum when you Hit a character who has caused you Attribute Damage this Combat. You may never gain Entrenched Cover.
+2 End Dmg vs targets you’re prejudiced against. Complication: You’re prone to becoming enraged.
Cautious +3 Maximum Momentum. -2 Hit, all Personal Combat Weapons.
Mystic 1 Kn You’re a Magician!
Strong Hit: Foretell (Primary Skill, Success) Your GM may give you an additional piece of information
about your current situation OR you gain +1 Combat Order in your next Combat (Stacks).
Invoke Min Foc 2 Strong Hit: Invoke (Does not Require Success or Hit) A deity of the GM’s choice hears your
prayer; something very good happens and something bad may happen later (both at the
GM’s discretion).
Expert Min Foc 4 Immediately select and take a second Trait for one of your Trained Education Skills.
4 Kn Skill Roll bonuses from this second Trait do not Stack with Skill Roll bonuses from other Traits.

Intelligence Requirements Benefits


Act First Max Int 1 +1d6 Combat Order (roll once at the start of Combat).
Strong Hit: Act Now, Think Later (Hit) Gain +1 Momentum if you have a higher Combat Order than your target OR re-roll your Combat Order (Stacks).
Sorcerer 2 Kn You’re a Magician!
At any time you may choose to take 10 Endurance Damage and gain +2 Momentum.
Studious You may spend 5 Knowledge to become Trained in an Education Skill (lost if you Retro this Trait).
Eye for Value Min Int 3 +1 to all Trade Good Spare Time Rolls.
1 Kn Anytime you would gain 4 or more Loot Trade Boxes from one roll, you gain 1 Treasure Trade Box.
Great Mind Min Int 4 +1 to all Education Skills,
2 Kn The Size Up Action tells you information about an NPC’s Attributes, Skills, Defences, Weapons, and current Health.

Luck Requirements Benefits Disadvantages


All or Nothing +2 to all non-Attack re-rolls (including Effort) (does not Stack). If you fail a re-roll you may not spend any more
If you re-roll an Attack Roll, add +2 End Dmg to that Attack (does not Stack). Luck Points this session.
Cursed You may spend 2 Luck Points to force another character to re-roll a roll. People and animals feel uneasy around you.
-1 Armour vs Luck Damage.
Magic Weapon Not a Magician +1 Hit and End Dmg, Arcane.
1 Kn You may use a single Weapon with the Magic Weapon Type even though you’re not a Magician.
Ritual Weapon Magician As long as you have an Active Dagger or Dirk Weapon with the Familiar Modification: one of This Magic Weapon may only be used while your
your Magic Weapons may have 2 Magic or Summon Variations (normally 1). Dagger or Dirk is Active,
+1 End Dmg, Magic. -1 Max Resource.
Superstitious Once per Session you may gain a free Lucky Charm (pg: 162). Complication: Moral Code (Superstitious).
If you ever fail a re-roll (including Effort) you may choose to allow the GM to expand your
Superstitious Moral Code and you gain a free Luck point for this session.
Unexpected Good Min Luck 3 +2 Endurance.
Strong Hit: Unexpected Good (Primary Skill, Success) Something unexpectedly good happens
OR you gain +1 Combat Order in your next Combat (Stacks).
That was Close! Min Int 3 +1 Armour vs Luck Damage.
Min Luck 4 Momentum 2: You may add up to +1 to determine what Attribute is Damaged by any Critical Hit
against your character (normally just 1d6). You may not shift Damage onto a Attribute that
may not normally be Damaged (eg: location 1d3 can’t Damage location 4).

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Everyday Skill Traits

Persuasion Requirements Benefits


Charming +2 to all non-Spare Time Persuasion and Leadership Rolls to gain an NPC’s trust through friendship, favours or seduction.
You may make 1 free Recruit Repair Roll per session.
Distracting +1 Leadership and Swashbuckling.
+2 to all non-Spare Time Persuasion and Culture Rolls to distract NPCs through your appearance.
All of your allies who are not within 4 of you gain +2 Defence vs any character that can clearly see you (eg: when you’re not in Heavy or
Entrenched Cover) (does not Stack).
Silver Tongue +1 Leadership and Insight.
Gain +2 to any non-Spare Time Persuasion and Leadership Roll when you lie. You may never re-roll this Roll (including Effort).
Taunt +1 Insight and Swashbuckling.
+2 to all non-Spare Time Persuasion, Leadership and Culture Rolls to gain an NPC’s attention through verbal abuse or baited communication.
Strong Hit: Taunt (Hit) Target character gains Strong Hit -1 on their next Attack if they do not Attack you or include you within a Splash area.

Leadership Requirements Benefits Disadvantages


Actor +1 Persuasion and Insight.
+2 to all non-Spare Time Persuasion, Leadership and Culture Rolls connecting to acting and
performance arts.
Helpful +1 Persuasion and Insight.
You grant a +2 bonus (normally +1) when Assisting (does not Stack).
You gain a +2 bonus (normally +1) when you’re Assisted (does not Stack).
Inspiration 2 Kn +1 Persuasion, Resolve and Insight. NPCs easily remember you.
All allies who are adjacent to you gain +2 Defence (does not Stack).
Strong Hit: Inspire (Once per Turn, Hit) An ally who is adjacent to another ally gains +1 Momentum.
Ruthless 1 Kn +1 Resolve and Insight.
+2 Hit and End Dmg vs Bleeding, Prone or Suppressed characters (does not Stack).
Strong Hit: Ruthless (Once per Turn, Intimidation, Hit) An enemy who is not adjacent to an
ally loses 1 Momentum.
Sacrifice +1 Persuasion, Resolve and Insight.
Up to twice per Turn when you or a non-Crew, non-Summon, non-Henchmen ally takes
Attribute Damage you gain +1 Momentum.

Insight Requirements Benefits Disadvantages


Fear Weaver 2 Kn +1 Culture, Persuasion, Resolve and Mercantilism.
+2 Defence vs Intimidation.
+2 Hit and End Dmg, Intimidate.
Hex Magician +1 Culture, Persuasion and Mercantilism.
1 Kn Strong Hit: Hex (Hit) Your Target gains -1 to all Skill and Attack Rolls and -1 Defence for the
remainder of the session, and you gain -1 to your next Plunder Spare Time Roll (Stacks
up to six times).
Ignore the Weak +1 Persuasion and Resolve. If a character with 0 Endurance deals Attribute
You gain +1 Armour vs characters who have 0 Endurance. Damage to you, you become Suppressed.
Linguistics 1 Kn +1 Culture, Persuasion, Resolve and Mercantilism.
+2 to all non-Spare Time Rolls connected to languages.
Gain 2 Languages.
Read People +1 Culture, Persuasion and Mercantilism.
+2 to all non-Spare Time Rolls connected to reading NPCs’ motives and intentions.
+1 to all Trade Good Spare Time Rolls.

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Seamanship Requirements Benefits Disadvantages
Astronomy +1 Wilderness.
+2 to all non-combat rolls connected to astronomical phenomena.
Your Ship gains +50% Daily Travel Distance (does not Stack).
Eye of the Storm Magician +1 Wilderness. If you move (including forced movement): you lose
2 Kn If you don’t move during your Turn you gain +1 Momentum. 1 Momentum.
Monster Hunter +1 Wilderness.
+2 to all Plunder Spare Time Rolls after fighting a Monster.
+2 Hit, and End Dmg vs Powerful, and Monster NPCs.
Read the Wind 1 Kn +1 Wilderness.
Your Ship gains +25% Daily Travel Distance (does not Stack).
Strong Hit: Read the Wind (Command or Logistics, Success) A Ship gains +1 or -1 Speed.
Treasure Hunter 1 Kn +1 Wilderness.
+2 to all non-Combat, non-Spare Time Rolls connected to treasure.
Strong Hit: Gold Lust (Treasure Trade Good Spare Time Roll, Failure) Until the end of the
session you gain +2 Hit, End Dmg, and Recovery until you Succeed at a Treasure Trade
Good Roll (Stacks up to +4).

Streetwise Requirements Benefits Disadvantages


Best Deals 1 Kn +1 Culture and Mercantilism.
+2 to all Trade Good Spare Time Rolls.
Blend In 1 Kn +1 Culture.
+2 to all non-Spare Time Rolls to blend into crowds and/or different cultures.
Momentum 3: If you’re adjacent to an Ally you become Stealthed until your next Turn, even if
you can be clearly seen (any attack that was just made against you misses).
Dark Step Magician Twice per session (during your Turn) you may Teleport up to 100 spaces (200 meters) as long
2 Kn as you’re not seen at the start or end of your Teleportation.
Well Connected 2 Kn +1 Culture and Mercantilism. NPCs find it easy to locate you through social
Gain two Contact Perks. methods (eg: asking people).
Contacts grant you +2 to Spare Time Rolls (normally +1).

Resolve Requirements Benefits Disadvantages


Hatred +1 Leadership and Physical. Complication: Prejudice against a group.
+1 Crit Dmg (+4 End Dmg if you’re an NPC) vs targets you’re prejudiced against. -1 Armour vs targets you’re prejudiced against.
Strong Hit: Fury (Attack, Hit) You and your target take 10 Endurance Damage.
Loyalty +1 Leadership. Receive 3 Endurance Damage when the character
Choose a character (PC or NPC) to be loyal to. you’re loyal to is attacked while within your sight.
You gain +2 Defence and Hit when you’re adjacent to the character you’re loyal to.
Obsessed 1 Kn +1 Physical. Complication: Obsession (does not grant Luck Points).
If your Obsession Complication would grant you a Luck Point, gain +1 to all Skill, Attack and
Ship Skill Rolls (Stacks up to +2) for the remainder of the session instead.
Rage Max Foc 1 +1 Leadership.
All of your Weapons gain Max Momentum (+2 Hit and End Dmg).
Relentless Min Foc 3 +1 Leadership and Physical. -10 Endurance (minimum 0).
1 Kn +2 Recovery.
+2 End Dmg, all Weapons.

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Physical Requirements Benefits Disadvantages
Acrobatics Min Ref 2 +1 Stealth.
Min Mov 3 +2 to all non-Spare Time Rolls connected to gymnastics, balance, and physical stunts.
1 Kn Momentum 1: Ignore 2 spaces of Difficult Terrain that you can climb, jump over or jump through.
Aquatic +1 Stealth and Brawling.
+2 Swimming.
Gain +2 Hit and Defence while you’re Wet.
Martial Dodge Not NPC +1 Stealth.
You may spend 2 Knowledge to gain +1 Defence (Stacks up to +3) (lost if you Retro this Trait).
Martial Strike Not NPC +1 Stealth.
You may spend 2 Knowledge to gain +1 Hit, all Weapons (Stacks up to +3) (lost if you Retro this Trait).
Regular Workout +1 Carpentry, Stealth and Brawling. -1 to all Spare Time Rolls.
+5 Endurance.
+1 Recovery.
Tough Min Str 3 +1 Carpentry and Brawling.
2 Kn Reduce all Endurance Damage you receive from other characters by 2 to a minimum of 1.
Wings of Wind Magician Outside of combat you may spend 1 Luck point to Fly for 1 minute.
4 Kn Momentum 1: You may fly until the start of your next Turn.
You may spend 2 Luck points to increase your Ship’s Daily Travel Distance by 25% for 1
Session (Stacks).

Awareness Requirements Benefits Disadvantages


Alert Min Ref 3 +1 Tailoring, Stealth and Tactics.
1 Kn +1 Combat Order.
The Ready Attack Action’s Attack may be taken ‘during’ another character’s Action (normally at the end of an Action), GM discretion is given.
Deduction Min Int 3 +1 Tailoring, Stealth and Tactics.
Strong Hit: Deduction (Once per Turn, Intimidate, Hit) If your target does not Attack you before your next Turn you gain +1 Momentum.
Natural Sense 1 Kn +1 Physical, Stealth and Tactics.
+2 Hit, Natural.
+2 Defence vs Tackle.
Practical Learner Not a +1 Stealth and Tactics.
City Dweller If you pass a Plunder Study Roll by 4 or more you gain a free Study Unit.
Spot Trouble +1 Physical, Tailoring, Stealth and Tactics.
Strong Hit: Spot Trouble (Does not Req Hit) All allies gain one of the following until the end of Combat: +1 Healing Rolls (including Patch-Up, Stacks)
OR Repair Rolls (including Quick Fix, Stacks) OR Defence (Stacks up to +2).

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Education Skill Traits

Carpentry Requirements Benefits


Cut Down 2 Kn +1 Medicine.
Momentum 4: All of your Weapons gain +1 Crit Dmg until the end of the Combat (Stacks).
Craftsman 1 Kn +1 Medicine.
+2 Endurance.
You may make 1 free Spare Time Roll each session to modify a Weapon.
Lumberjack Anytime you would gain 2 or more Trade Boxes of Wood from a single roll, you gain 1 additional Trade Box of Wood.
+2 to all rolls connected to wood.
Shipwright +1 Medicine.
A Ship that you have spent Resources on gains +1 Hull Attribute Point (may not go above Maximum) (Stacks).
Woodwork +1 Medicine.
+2 to all Ship Repair Rolls.
Your Quick Fix Repairs an additional 1 (normally 2) Point of Attribute Damage.

Metallurgy Requirements Benefits


Blacksmith +1 Physical.
All Weapons that you make gain +1 Hit and End Dmg.
Firestorm Magician +1 Physical and Leadership.
3 Kn During your Turn you may choose to take 1d6 End Dmg and make a Small Fire within 2 of you into a Raging Fire. If you do; you gain +1 Momentum.
Strong Hit: Firestorm (Hit) All of your Weapons gain +2 End Dmg and Dangerous +1 (Small Fire) until the end of the Combat (Stacks).
Gunsmith +1 Physical.
+2 to all Spare Time Rolls to modify Firearm and Cannon Ammunition.
+1 Rng, Firearm.
Your Ship’s Cannon Ammunition gains +1 Hit and Mor Dmg (does not Stack).
Fine Craftsman +2 to all rolls connected to locks and precious minerals.
+1 Max Wealth.
Anytime you would gain 4 or more Trade Boxes of Treasure from a single roll, you gain 1 additional Trade Box of Treasure.
Magesmith Magician +1 Physical.
2 Kn All Arcane Weapons (eg: wands, magic swords, etc...) that you have made cost you -1 Resource.
+4 to all Spare Time Rolls to craft magical items.

Tailoring Requirements Benefits Disadvantages


Constant Fix +1 Medicine.
Strong Hit: Constant Fix (Repair Roll, Success) Repair 1 additional point of Attribute Damage
to any Hull Attribute.
Death Weaver Magician +1 Medicine. -1 to all Plunder Spare Time Rolls.
2 Kn Momentum 4: As long as there are enough corpses, your Undead Summons gains +2d6 Bodies
(may go above your maximum, additional Bodies are lost at the end of Combat).
Right Materials +1 Awareness and Medicine.
+2 to all Spare Time Rolls to modify Outfits.
You may make 1 free Spare Time Roll each session to modify an Outfit.
Sailmaker +1 Awareness.
Your Ship gains +25% Daily Travel Distance (does not Stack).
Double all of your Healing to Sails.
Sew Anything 2 Kn +1 Awareness and Medicine.
You may make 1 free Maintenance Repair (may still require Trade Goods) OR Extended Care
Healing Roll per session.

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Wilderness Requirements Benefits
Deep Priest Magician +1 Seamanship.
2 Kn Your group’s Ship gains +25% Daily Travel Distance (does not Stack).
Strong Hit: Kiss of the Deep (Once per Turn, Hit) Target becomes Wet. If they are already Wet they lose 1 Momentum.
Apothecary 1 Kn +1 Tailoring and Seamanship.
+2 to all non-combat rolls connected to Flora and Fauna.
Strong Hit: Invigorating Remedy (First Aid, Success) Target character gains a Recovery and +1 Momentum.
Inner Beast Magician +1 Awareness.
3 Kn Momentum 3: You and all allies within 3 gain +1d6 Hit on your next Attack Rolls during this combat (Stacks).
Know the Beast 1 Kn +1 Awareness and Seamanship.
+2 to all non-combat rolls connected to Monsters.
Once per session when you or your group kills a Monster you gain 1d3 Study Units.
Tracker +1 Awareness and Seamanship.
You and your group gain +50% Daily Travel Distance on Land (does not Stack).
Strong Hit: Mark Prey (Intimidate, Hit) Target character takes +1 End Dmg from all Weapons for the remainder of the Combat (Stacks).
Trainer +1 Awareness, Carpentry, Tailoring and Seamanship.
+2 to all non-combat rolls connected to training.

Medicine Requirements Benefits


Alchemist Min Int 3 +1 Tailoring.
X Kn +2 to all non-combat rolls connected to chemicals.
X times per session when you perform a Prep Action you can throw a alchemical potion into any space within 3 of you:
Smoke: creates a Splash 1 area of Low Light Cover for 3 Turns.
Noxious: creates a Splash 1 area that deals 4 End Dmg to any character that starts their Turn within, or passes through it.
Flash: a Henchmen, Crew, or Summon group is Suppressed.
Barber-Surgeon +1 Tailoring.
+1 End Dmg, Blade.
Your Patch-Up Healing Roll Heals 4 points of Attribute Damage (normally 3).
Chemical Mix 1 Kn +1 Hit, Chemical.
One of your Chemical Weapons may have 2 Chemical Variations (normally 1).
Old Ways Magician First Aid may grant the recipient +1 Momentum OR remove Wet.
2 Kn* Reduce all Dangerous Environment Damage against your character by 1.
*Knowledge must be connected to the Old Gods.
Physician +1 Tailoring.
+2 to all Medicine Extended Care and Surgery Healing Rolls.
Strong Hit: Expert Care (Non-First Aid Healing Roll, Success) Heal 1 additional point of Attribute Damage to any Attribute.
Poisons +2 to all non-combat rolls connected to poisons and toxins.
Strong Hit: Poison Blade (Blade or Projectile, May Crit, Hit) Your target takes 2 Endurance Damage at the Start of their Turn until they receive a
Patch-Up or Extended Care Healing Roll (Stacks up to 4 times).

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Culture Requirements Benefits Disadvantages
Historian X Kn +1 Mercantilism. You’re afraid of gods.
+X to all non-Spare Time Rolls connected to history and archaeology.
+1 to all Spare Time Rolls.
Law X Kn +1 Streetwise and Mercantilism.
+X to all non-Spare Time Rolls connected to laws.
+1 to all Spare Time Rolls.
Magic Scholar +1 Mercantilism.
+2 (+4 if you’re not a Magician) to all non-combat rolls connected to knowing about magic.
You gain +2 Defence vs Magic Weapons.
Watched by a God 1 Kn +1 Streetwise. Complication: Moral Code.
+2 (+4 when connected to your religion) to all non-combat rolls connected to religion. Superstitious NPCs might be cautious of you.
If a character with less than 3 Momentum Attacks you, they take 1d6 End Dmg.
Upper-class +1 Mercantilism.
+2 to all non-combat rolls connected to high society and art (eg: music, dance).
+2 Max Wealth.

Mercantilism Requirements Benefits


Banker Min Wealth +2 +1 Insight.
3 Kn +2 Max Wealth.
Banks give you +2 Cargo Space.
Find Opportunity +1 Insight.
+2 to all non-combat rolls connected to finding work or purchasing Trade Goods.
Once per two sessions, if you complete a contract for an NPC you gain two free Treasure Trade Boxes.
Market Forces 2 Kn +1 Insight.
Once per two sessions, if you sell Trade Boxes to an NPC in demand of that particular Trade Good, you gain a free Treasure Trade Box.
Strong Hit: Market Forces (Trade Good Spare Time Roll, Success) Gain a Loot Trade Box.
Wealthy Min Wealth +2 +1 Max Wealth.
2 Kn Successful Wealth Rolls of 16w or more reduce your Treasure Trade Boxes by 1 (normally 14w or more).

Stealth Requirements Benefits Disadvantages


Cursed Blood Magician +1 Persuasion and Streetwise.
2 Kn Strong Hit: Cursed Blood (Hit) Your target takes 1 End Dmg at the start of their Turn for each
point of Momentum that they have (up to 6) until they receive Patch-Up or Extended Care
(does not Stack).
Deception +1 Persuasion and Streetwise.
+1 Defence.
+4 Hit, and Defence during all Surprise Rounds.
Ready Attack gains the Minor Effect Hit +Ref.
Deep Shadow 1 Kn +1 Streetwise.
If you make no Attack Rolls during your Turn, Cover grants you +4 additional Defence.
Strong Hit: Deep Shadow (Stealth, Success) Gain +1 Momentum.
Rogue 2 Kn +1 Persuasion and Streetwise. -1 to all Spare Time Rolls.
+2 to all Physical Rolls connected to sleight of hand.
+1d6 Hit vs characters from behind.
Sudden Strike +1 Streetwise.
If you start your Turn in Environmental Cover, all of your Weapons gain +2 End Dmg for
the Turn.
If you gain a Surprise Round, you gain +2 Momentum (normally +1).

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Personal Combat Skill Traits (M ay Select up to 2 per Skill)

Swashbuckling Requirements Benefits


Bleed Em 2 Kn Momentum 2: Apply the Bleeding Effect to a target that you have just caused Attribute Damage to.
Called Shot 1 Kn You may add up to +/-1 to determine what Attribute is Damaged with your Critical Hits (normally just 1d6).
You may not shift Damage onto an Attribute that may not normally be Damaged (eg: location 1d3 can’t Damage location 4).
Cheap Shot You gain +2 End Dmg when you make an Attack that is not during your Turn (eg: Ready Attack), during a Surprise Round, or against a character’s rear.
All of your Attacks against a Ship’s rear gains +2 Mor Dmg.
Defensive Strike 3 Kn Strong Hit: Defensive Strike (Attack, Hit) Ignore the next Personal Combat Critical Hit against you before your next Turn (does not Stack).
Fight Dirty 1 Kn You gain Strong Hit +1 vs Bleeding, Prone, or Suppressed targets or vs any target during a Surprise Round (does not Stack).
Parry Block grants you +2 Momentum (normally +1) on a Hit if any opponent character is adjacent to you at the start of your next Turn.
Pounce As long as you have 1 Movement: when performing the Charge Action you must move forward ‘exactly’ 3 spaces (normally up to your Movement),
ignoring Difficult Terrain that you can jump or swing over or through.
Strong Hit: Pounce (Charge, Hit) This Attack gains +1 Crit Dmg and Trips your target if they are not large (does not Stack).
Puncture 2 Kn Strong Hit: Puncture (Once per Turn, May Crit, Hit) Target character takes 1 Attribute Damage (no Armour) to a random (1d6) Attribute.
Riposte Block Gains the Major Effect: May Crit.
Sap Strong Hit: Sap (Blunt, Hit) If your target has more than 3 Momentum (5 if they’re an NPC), they lose 2 Momentum.
Show Off Strong Hit: Show Off (Hit) If you take no Endurance Damage before your next Turn you gain +1 Momentum (Stacks).
Surprise Strike Min Ref 3 Momentum 1: During your Turn, you may perform a free Quick Strike Action with a Small Weapon that you have not attacked with this Combat.

Brawling Requirements Benefits


Back Off! Min Str 3 Targets you Push are Pushed +1 distance.
Momentum 1: If an adjacent character has just Attacked you, Push them 1 (2) away from you after their Attack (and any Damage) is resolved.
Big Hit! 2 Kn +1 Hit, Large.
Weapons with Crit Dmg 1d2+2 become Crit Dmg 4.
Brawler Min Ref 3 +2 End Dmg, Tackle.
1 Kn Tackle Applies 2 ‘different’ Tackle Effects per 1 Momentum (normally 1 per 1 Momentum).
Heavy Charge Your Charge Action gains: Momentum 1: Your next Attack gains +2 Hit and End Dmg.
Hold Ground +2 End Dmg, Ready Attack.
+2 End Dmg, Crew.
All adjacent spaces to you may count as Difficult Terrain to other characters.
Massive Blow Momentum 2: An Attack you have just made gains +6 End Dmg.
Overwhelm 1 Kn +2 End Dmg, Intimidate.
Strong Hit: Overwhelm (Hit, End Dmg 6+) Target character loses 1 Momentum if they receive 10 or more End Dmg from other characters before
your next Turn.
Ravager 1 Kn Once per Turn after you kill a character, you gain a free Recovery and Move.
Smash Armour 1 Kn Strong Hit: Smash Armour (Explosive OR Large, May Crit, Hit) Reduce all Damaged characters’ Armour by 1, until they have Downtime and
a Toolbox (does not Stacks).
Unmovable Not Young +1 Recovery.
Reduce all Push distances against you by 2.
Unnerve Strong Hit: Unnerve (Splash, Hit) Target character loses 1 Momentum, and may make a free Move away from you.

138
Tactical Requirements Benefits
Careful Size Up may grant +1 Momentum twice per Turn (normally once).
Coordinated Strike 2 Kn Strong Hit: Coordinated Strike (Hit) A character or another Ship gains Strong Hit +1 vs your target with their next Attack (must be taken before your
next Turn) (does not Stack).
Fire Now! +2 Ammo, Ship Support.
Momentum 2: Make a free Ship Support Attack at the end of this Turn against any target (all characters know this Attack is coming).
From Safety 1 Kn While in Heavy Cover all of your Weapons gain +2 Hit.
While in Entrenched Cover all of your Weapons gain +1d6 Hit.
Got your Back 1 Kn +1 Defence, Crew.
A Ship that you have spent Resources on gains +1 Sailors Attribute Point (may not go above Maximum) (Stacks).
Liquid Courage Max Foc 3 As long as you have alcohol and a free hand, you gain +2 Recovery and have +6 Defence vs Intimidation.
Now I’m Ready 3 Kn Momentum 4: One of your Weapons gains Strong Hit +1 until the end of this Combat (Stacks).
Push Forward When you perform a Full Move or Charge Action, all of your Crew may make a free Move.
Reposition Strong Hit: Reposition (Once per Action, Attack, Hit or Success) If you have no Equipped Large Weapons, make a free Move and gain +1 Cover Step (Stacks).
Running Dodge Min Mov 3 Full Move and Charge Actions grant you +1 Cover if you move at least 4 spaces from your starting location (does not Stack).
Unconventional 1 Kn +1 End Dmg, Small.
While using an improvised Weapon from your environment you may spend a Luck point to grant your Limbs: +2 Hit, End Dmg and Crit Dmg (along
with the normal +7 Max Rng or +2 End Dmg) for one Attack (does not Stack).
Vicious Strong Hit: Vicious (Does not Req Hit) All of your future Attacks this Combat gain +2 Hit against this target character or Ship (Stacks).

Firearm Requirements Benefits


Adjust Strong Hit: Adjust (Firearm, Does not Req Hit) This Weapon gains +2 Hit and End Dmg for the remainder of the Combat (Stacks).
Bayonet Defence Once per Turn if a character enters an adjacent space to you while you have an Active Musket, Musketoon or Crossbow, they lose 1 Momentum.
Covering Fire Strong Hit: Covering Fire (Firearm, Does not Req Hit) An ally gains Heavy Cover or +1 Cover Step until your next Turn.
Crack Shot Min Luck 3 Momentum 2: Your next Attack gains +3d6 Hit (Stacks).
Pinning +1 Range, Firearm.
Strong Hit: Pinning (Firearm, Does not Req Hit) Target character in Heavy or Entrenched Cover is Suppressed.
Ready Up Min Int 3 Prep gains the Minor Effect: Once per Turn, +1 Momentum if you don’t Move this Turn.
Rushed Shot Momentum 2: Your Weapons gain -1 Draw OR Reload until your next Turn (Stacks).
Spotter Min Int 3 +1 Defence vs Tackle.
All adjacent allies gain +2 Hit and End Dmg (does not Stack).
Take Cover 1 Kn Heavy Cover grants you +1 Armour.
Take Down 2 Kn Strong Hit: Take Down (Firearm, May Crit, Hit) Gain +1 Momentum.
Timed Shot The Ready Attack Action grants you +1 Momentum if you Hit a character that started their Turn in Cover and just moved out of it.

139
Ship Skill Traits

Command Requirements Benefits Disadvantages


Blood Sacrifice Magician* During your Turn you may choose to take 2 Swabbies Damage (no Armour). If you do, you may Your Ship has -5 Morale (does not Stack).
1 Kn choose to change the Wind’s direction at the start of your next Turn. *On this Ship.
Catch the Wind +1 Seamanship.
Your Ship gains +2 Max Speed (Stacks).
Got Respect +1 Leadership.
Your Ship gains +6 Morale (does not Stack).
Hit and Run Your Ship gains +4 to all of its Ship Skill Rolls during the first Turn of Combat (Stacks).
You may make a free Plot Escape Ship Skill Roll each Turn at -4.
Iron Command +2 Mor Dmg, Command.
Your Ship will Surrender at -8 Sailors (normally -4).
Lots of Yelling 1 Kn Your Ship gains +3 Morale (Stacks).
Strong Hit: Lots of Yelling (Once per Turn, Command, Success) Make a free Command Skill Roll.
Make Example Once during your Turn you may choose to take 1 Swabbies Damage (no Armour). If you do, you
may make a free Ship Skill Roll at +2.
The Perfect Plan 1 Kn Once per Combat you may gain +10 to a single Ship Skill Roll.
With the Wind 2 Kn As long as your Ship is at minimum Speed 4 you may make one free Tack Skill Roll each Turn.

Close Combat Requirements Benefits Disadvantages


All In Your Ship may make 2 successful To Arms Ship Skill Rolls per Turn (normally 1). All enemy Ships may make 2 successful To Arms
Ship Skill Rolls against your Ship per Turn
(normally 1).
Fight Back 2 Kn Strong Hit: Fight Back (Removing a Boarded Effect) The enemy Ship that applied this Boarded
Effect takes 1 Damage (no Armour) to a random (1d3+3) Attribute.
Fire Blasts Magician* Once during your Turn you may choose to take 10 Morale Damage. If you do, an enemy Ship *On this Ship.
1 Kn within 5 takes 1 Sail Damage (no Armour).
In Their Faces Your Ship gains +1 Resilience (does not Stack).
+2 Mor Dmg, Close Combat.
Lock Down Your Grapple reduces a Ship’s Speed by 3 (normally 2).
Strong Hit: Lock Down (Grapple, Success) If the target Ship’s Speed is reduced to 0 your Ship’s
Speed is also reduced to 0 and neither of you may move while they’re Boarded.
Long Swing +1 Mor Dmg, Assault.
Your Grapple affects Ships within 2 (normally 1).
Lots of Shouting 1 Kn Your Ship gains +1 Resilience (does not Stack).
Strong Hit: Lots of Shouting (Once per Turn, Close Combat, Success) Make a free Close Combat
Skill Roll.
Provoke Crew All enemy Ships that pass within, or start their Turn within, 1 of your Ship take 3 Morale Your Ship has -1 Resilience (Stacks).
Damage (Stacks up to 6).
Smash & Strike Strong Hit: Smash & Strike (Ram, Hit) All attacks against your target gain Strong Hit +1 until
the start of your Ship’s next Turn.
Spectacle 1 Kn If you win a Duel, all allied Ships regain Morale.
Target Leader Strong Hit: Wound Commander (Assault, Hit) The enemy Ship has -1 to all further Ship Skill
Rolls this Combat (Stacks up to -3).

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Logistics Requirements Benefits Disadvantages
Bombardment +2 Rng and Mor Dmg, Mortar. Your ship has -1 Resilience (Stacks).
Charm Wind Magician* Once during your Turn you may choose to reduce your Treasure Trade Boxes by 1. If you do, *On this Ship.
1 Kn alter any single Ship’s Speed by 1.
Your Ship gains +2 Max Speed (does not Stack).
Dedicated Cook +1 End Dmg, Axe.
Your Ship consumes Food & Water 2 days slower (does not Stack).
Exotic Chef 1 Kn +1 Hit, Axe.
Once per Session you may gain 2 Food & Water Trade Boxes for free.
Healer 2 Kn +1 Carpentry.
At the end of each Combat your Ship Heals 1 Swabbies Damage (does not Stack).
Lay Trap 1 Kn +1 Seamanship.
+2 Bodies, Fire Barrels.
Your Ship gains +2 to all of its Ship Skill Rolls during the first Turn of Combat (Stacks).
Lots of Swearing 1 Kn Strong Hit: Lots of Swearing (Once per Turn, Logistics, Success) Make a free Logistics Skill Roll.
Make Room 1 Kn Your Ship gains +Size Cargo space (Stacks).
Perfect Fix 1 Kn +1 Carpentry.
Strong Hit: Perfect Fix (Patch Job, Success) Heal 1 additional point of Hull Attribute Damage.
Rare Munitions All of your Ship’s Weapons gain +1 Ammo (does not Stack).
Regular Rearm +1 Metallurgy.
Once per Session while you’re in port, your Ship regains 1d6 Cannon Ammunition Ammo for free.
Sea Scavenger +1 Seamanship.
If you capture a Ship with the same Weapons as you, those Weapons regain +1d3 Ammo.

Gunnery Requirements Benefits Disadvantages


Arcane Storm Magician* Once during your Turn you may choose to reduce your Ship’s Speed by 4. If you do, you create Your Ship has -2 Morale (Stacks).
1 Kn 1d6 spaces of Storm in any location until the end of Combat. *On this Ship.
Big Broadside Your Ship’s first Broadside Attack Roll each Combat gains +1d6 Hit (Stacks).
Devastation 2 Kn When you roll for Attribute Damage location during Ship Combat, roll twice and pick the one
you want.
Heated Shot Strong Hit: Heated Shot (Cannon Ammunition, Hit) Target Ship gains On Fire. Your Ship has -1 Resilience (Stacks).
Hit Powder 1 Kn +1 Mor Dmg, all Ship Weapons.
Strong Hit: Hit Powder (Cannon Ammunition, Hit) Your Target loses 1d6 Ammo of their choice.
Long Shot +1 End Dmg, Firearms.
+1 Rng, Cannon Ammunition.
Lots of Cursing 1 Kn Strong Hit: Lots of Cursing (Once per Turn, Gunnery, Success) Make a free Gunnery Skill Roll.
Quick Reload Strong Hit: Quick Reload (Once per Turn, Ship Skill Roll, Does not Req Success) You may make
a free Port or Starboard Broadside Ship Skill Roll at -2d6 Hit even if one has already
been successfully made this Turn.
Spread Shot Splash +1, Broadside. -1d6 Hit, Broadside.
Support Fire +2 Rng, Ship Support.
Momentum 2: Make a free Ship Support Attack at the end of this Turn against any target (all
characters know this Attack is coming).

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Weapons

Innate Weapons Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Personality * 4 20 3 - Inf - - - Intimidate. Auto -
Natural, *May not Hit targets that cannot perceive you.
Limbs * 1** 1** Str-2** 1 Inf - - - Tackle. Auto -
Natural, Small, Blunt, *Hit +Str with Tackle Action, **+2 End Dmg OR +2 Rng and +7 Max Rng if you have a improvised Weapon (torch, pistol butt, chair).

Swashbuckling Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Dagger / Dirk 1 (Str) 1 (6) 3 2* - (1) 0 - (0) 0 Blade, (Throw). 8w 0
Small, *+2 Crit Dmg vs Luck.
Throwing Knives 1 (Str) 1 (6) 3 2* - (12) 0 - (0) 0 Blade, (Throw). 10w 1
*+1 Crit Dmg vs Luck.
Short Sword 1 1 4 3 - 1 - 1 Blade. 12w 1
Spadroon / Broadsword 1 1 4 3 - 1 - 2 Blade. 12w 2
Max Momentum (+1d6 Hit).
Cutlass +1 1 1 6 3 - 1 - 2 Blade. 10w 2
Rapier +2 2 2 4 3 - 1 - 2 Blade. 12w 2
Spear / Harpoon -2* (+3) 1* (Str) 3 (12) 3 3 - (1) 2 - (2) 3 Blade**, (Throw). 12w 1
Large, *+2 Hit per Range Increment beyond the first (normally -2), **Two Handed if not Thrown.
May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action).
Bow -1 4 35 5 3 10 1 1 3 Projectile, Bow. 12w / 14t 2
May only preload while Active, Two Handed, Momentum 1: Your next Attack gains +2 Hit, Rng, End Dmg (Stacks).
Blow Dart 3 9 1 0 8 0 1 1 Projectile, Chemical. 12t 1
Strong Hit (5-6), May only preload while Active, Small.
Whip -4* 1* 4 0* 1 - 2 - 2 Tackle (14). 8w 1
No Variations or Modifications, You can Swing at almost any time, *+2 Hit and End Dmg per Range Increment beyond the first (normally -2).
Hook Hand 1 1 2 2 - 0 1 0 Blade. Free 0
May be used in place of a lost hand (allows for the use of GM defined Two Handed Items).

Brawling Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Boarding Axe / Tomahawk -1 1 (Str) 1 (5) 4 3 - (1) 1 - 3 Axe, (Throw). 10w 2
Max Momentum (+1 Crit Dmg).
Woodcutter’s Axe -2 1 2 8 3 - 1 - 4 Axe. 12w 3
Large, Two Handed, Max Momentum (+1 Crit Dmg).
Greatsword -2 1 2 6 3 - 2 - 5 Blade. 14w 3
Large, Two Handed, Momentum 1: Your next Attack with this Weapon gains -1 Max Rng, -2 End Dmg and Splash +1 (does not Stack).
Pike -2* 1* 3 4** 3 - 2 - 4 Axe. 14w 2
Large, Two Handed, *+2 Hit per Range Increment beyond the first (normally -2), **+6 End Dmg with Ready Attack vs Charging targets.
May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action).
Grenade -2 Str+1 12 8 2 2 0 0 0 Explosive, Throw. 12t 1
Small, Splash 1d3-1.
Combat Net / Bolas +1 2 Strength 4 - 1 2 2 2 Tackle-Grabbed (14)*. 10w 1
Large, Two Handed, *You don’t gain Grabbing from this Weapon, *Can only be used to Grab, Momentum 2: Splash 1 (does not Stack).
Hooked Chain -2* 1* 3 4 2 - 2 - 3 Axe, Tackle-Trip. 10w 1
*+2 Hit and per Range Increment beyond the first, Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack).
Large Shield +3 1 1 4 1 Inf 3 - 5 Tackle-Push. 12w 2
While you’re not Suppressed you have Heavy Front Cover, Large.
Martial Training +X 1 1 5 3 Inf - - - Tackle. X Kn 3
Natural, Small, Blunt.
Strong Hit: Dramatic Victory (Hit) If your target has 2 or more Attributes reduced to 1 or below OR is a Crew, Henchmen or Summon; you may
choose to disable them in a dramatic way of your choice (eg: you disarm them by flicking their weapon into one of your spare hands and
holding their weapon against their neck, or by knocking them unconscious).

142
Tactics Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Scoundrels 1 1 2 3 - - - - Crew, Blade. Free 0
+2 3 9 2 3 Bodies - 1 - Crew, Firearm.
Defence: 12 Armour: 1 Movement: 7 Bodies: 5.
Thugs -2 1 1 4 3 - - - - Crew, Blade. 12w 2
3 8 3 3 Bodies - 1 - Crew, Firearm.
Defence: 10 Armour: 3 Movement: 5 Bodies: 3.
Rogues +4 1 2 2 3 - - - - Crew, Blade. 12w 2
+4 4 9 3 3 Bodies - 1 - Crew, Firearm.
Defence: 16 Armour: 2 Movement: 10 Bodies: 3.
Riflemen 1 1 4 3 - - - - Crew, Blade. 12w 12t 4
6 30 7 1d2+2 Bodies+2 - 1 - Crew, Firearm.
Defence: 10 Armour: 2 Movement: 5 Bodies: 2, Strong Hit (5-6).
Pistol Support 3 12 4 3 Inf - - - Ship Support, Firearm. Free 0
Splash 1d3-1.
Musket Support 6 30 6 1d2+2 4 - - - Ship Support, Firearm. 14t 1
Swivel Cannonade Support 4 40 8 1d2+3 1 - - - Ship Support. 14t 1
Cannon Support -4 10 120 10 1d2+4 2 - - - Ship Support. 1 Kn 3
Splash 1d2, Destroy two spaces of damaged Terrain, Momentum 1: Destroy all damaged Terrain.
Mortar Support -6 20 200 8 1d2+3 2 - - - Ship Support. 2 Kn 3
Splash 1d3+1, Indirect (Above), Destroy two spaces of damaged Terrain, Momentum 1: Destroy all damaged Terrain.
Summon 1 3 3 3 Inf - 0 - Summon, Magic. 1 Kn 2
Defence: 12 Armour: 1 Movement: 4 Bodies: 3, You start each Combat with 0 Bodies, Natural, Momentum 1: Gain 1 Body (up to your maximum).
Magic Blast -2 2 8 2 2 Inf - 0 - Magic. 1 Kn 1
Natural.
Magic Bolt -2 4 32 2 3 12* - 1 - Magic. 2 Kn 2
Natural, Small, Max Momentum (Splash 1), *Ammo is regained after a good night’s sleep.
Magic Strike -4 10 50 4 3 5* - 2 - Magic. 4 Kn 3
Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), *Ammo is regained after a good night’s sleep.
Small Shield +2 1 1 3 1 Inf 2 - 3 Tackle-Push. 10w 1
While you’re not Suppressed you have Light Front Cover, -1 Swimming.
Oratory * 2+X 30 2+X - Inf - - - Intimidate. 1 Kn X+2
Natural, *May not Hit targets that cannot perceive you.
Strong Hit: Provoke (Hit) You and your target have -1 Armour against each other for the remainder of the Combat (does not Stack).
Strong Hit: Inspire (Does not Req Hit) An ally gains a Recovery.
Strong Hit: Give Orders (Does not Req Hit) An ally without Oratory gains +1d6 Hit on their next Attack Roll during this Combat (Stacks).
Strong Hit: Impassioned (Hit) ALL characters (PC, Henchmen Groups, Skilled, Powerful and Monster) gain +1 Momentum (Monsters gain +2 Momentum).

Firearms Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Pistol +2 2 8 4 1d2+2 4 0* 2 1 Firearm. 12w 1
*+1 Draw to un-equip (may drop as a Free Action), Small.
Musketoon 4* 16 6 1d2+2 8 1 2 2 Firearm. 14w 3
*Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Two Handed.
Musket -2 6* 30 8 1d2+2 12 2 2 2 Firearm. 14w 4
*Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed.
Musket with Bayonet -4 (+0) 6* (1) 30 (2) 8 (4) 1d2+2 (3) 12 (-) 2 2 (-) 2 Firearm, (Blade**). 15w 5
*Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed. **No Variations Modifications or Keywords.
Small Cannon -4 4 20 12 2d3 4 3 5* 7 Firearm, Explosive. 16w 16t 6
Splash 1d2-1, Large, Two Handed, *Adjacent characters may donate up to 2 Reload Minor Effects to help you Reload this Weapon.
Crossbow 6 30 4 3 10 1 2 2 Projectile. 14w 3
Large, Two Handed, Pen 2 min 2, Momentum 1: Your next Attack gains Strong Hit (5-6) (does not Stack).

143
Blade Var iations (M ay Select 1, Blade Only)

Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Steel +1 +0
Composite +1 +1w +0
Blood Iron +2 +1 +1 +2w +1
Monster Bone +1 +1 14p +1
Pen 1 min 3.
Ancient / Star Metal -1 16p +2
Gain +1 Momentum at the end of each of your Turns, You have -2 Armour vs Luck Damage while you own this Weapon.

Blade Modifications (M ay Select any Amount, Blade Only)

Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Familiar +1 1 Kn +0
Well Practiced +1 +1
Well Crafted +1 +1 +2
Master Crafted +1 +1 -1 2x 24w +0
Hand Guard 10w +0
+1 Defence vs Tackle while this Weapon is Active.
Expensive Looking 16w +0*
+1 Defence vs Intimidation while this Weapon is Active. This Modification is lost if the Weapon’s Resource cost is lower than 2.
Arcane -2 Magic. 18t +2
Low Quality -1 -1 -1
14w to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Poorly Maintained -2 -1 -1
12t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Horribly Maintained -2 -1 -1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Damaged -1 -1 -1 +1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Dramatic Win! +1* 2 Kn +1*
*+0 if you’re an NPC.
Strong Hit: Dramatic Win! (Tackle or Block, Hit) If your target has 2 or more Attributes reduced to 1 or below OR is a Crew, Henchmen or Summon;
you may choose to disable them in a dramatic way of your choice (eg: you disarm them by flicking their weapon into one of your spare hands
and holding their weapon against their neck, or by knocking them unconscious).

144
Axe Var iations (M ay Select 1, Axe Only)

Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Steel +1 +0
Pick -2 +0
Pen 2 min 3.
Hammer -1 * +1 -2w +0
Blunt, *+4 End Dmg vs characters with 3+ Armour.
Thunder Stone -2 +2 +2 14p +1
Strong Hit: Thunder Smash (Attack, Hit, Once per Turn) Gain +1 Momentum and knock a non-large target Prone.
Monster Bone +1 +1 14p +1
Pen 1 min 3.
Ancient / Star Metal +3 +2 16p +2
You have -1 Armour vs Luck Damage while you own this Weapon.

Axe Modifications (M ay Select any Amount, Axe Only)

Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Familiar +1 1 Kn +0
Well Practiced +1 +1
Well Crafted +1 +1 +2
Master Crafted +1 +1 -1 2x 24w +0
Heavy -2 +2 +2 +0
Momentum 1: Push all non-large characters that you have just Damaged with this Weapon 1 space away from you (does not Stack).
Expensive Looking 16w +0*
+1 Defence vs Intimidation while this Weapon is Active. This Modification is lost if the Weapon’s Resource cost is lower than 2.
Arcane -2 Magic. 18t +2
Low Quality -1 -1 -1
14w to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Poorly Maintained -2 -1 -1
12t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Horribly Maintained -2 -1 -1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Damaged -1 -1 -1 +1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Dramatic Win! +1* 2 Kn +1*
*+0 if you’re an NPC.
Strong Hit: Dramatic Win! (Tackle or Block, Hit) If your target has 2 or more Attributes reduced to 1 or below OR is a Crew, Henchmen or Summon;
you may choose to disable them in a dramatic way of your choice (eg: you disarm them by flicking their weapon into one of your spare hands
and holding their weapon against their neck, or by knocking them unconscious).

145
Firear m Var iations (M ay Select 1, Firear m Only)

Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Flintlock +1 +0
Dragon Stone +1 +2w +1
Works if Wet (but not if submerged).
Blunderbuss +2 -1 -4 +3 -1 +1 +1
Ancient / Star Metal -1 16p +2
Once per Turn gain +2 Momentum after you Attack with this Weapon, You have -2 Armour vs Luck Damage while you own this Weapon.

Firear m Modifications (M ay Select any Amount, Firear m Only)

Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Familiar +1 1 Kn +0
Well Practiced +1 +1
Steady Arm +1 1 Kn +0
Steady Eye +1 1 Kn +0
Well Crafted +1 +1 +2
Master Crafted +1 +1 -1 2x 24w +0
Expensive Looking 16w +0*
+1 Defence vs Intimidation while this Weapon is Active. This Modification is lost if the Weapon’s Resource cost is lower than 2.
Long Barrel -2 +1 +2 12w +0
Scope -2 * +4 14w +1
*Halve all Range penalties.
Extra Ammo Pouch +4 14w +1
Armour Piercing Rounds -2 14w +0
Momentum 1: Your next Attack with this Weapon gains Pen 3 min 3.
Monster Bone Rounds -2 14p +0
Momentum 1: Your next Attack with this Weapon gains +2 Hit and End Dmg (Stacks).
Arcane -1 Magic. 18t +2
X Backup Weapons 12w +X
Max Preload +X (must Draw (not Reload) for each additional Preloaded Ammo), +X Slots.
X Multi Barrel -X -X -X +1 16w +X
May Preload X Ammo.
Low Quality -2 -2 -1
14w to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Poorly Maintained -4 -2 -1
12t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Horribly Maintained -4 -2 -1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Damaged -2 -2 -1 +1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.

146
Bow Var iations (M ay Select 1, Bow Only)

Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Wood +1 +0
Composite +1 +5 +2w +0
Monster Bone +1 +1 14p +1
Pen 1 min 3.
Ancient +3 +2 16p +2
You have -2 Armour vs Luck Damage while you own this Weapon.

Projectile Modifications (M ay Select any Amount, Projectile Only)

Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Familiar +1 1 Kn +0
Well Practiced +1 +1
Steady Arm +1 +1 1 Kn +0
Quick Eye +2 1 Kn +0
Monster Feathers +2 +6 -1 14p +0
Monster Tooth Arrowheads -1 14p +0
Momentum 1: Your next attack with this Weapon gains +1d6 End Dmg.
Monster Sinew Bowstring -1 +1 14p +0
Works if Wet (but not if submerged).
Expanded Quiver +4 14w +0
Poison Shots -2 1 Kn +1
Strong Hit: Poison Shot (Attack, Hit, May Crit) Target takes 2 End Dmg at the start of each of their Turns until they receive Patch-Up or Extended
Care (Stacks).
Arcane -2 Magic. 18t +2
Low Quality -2 -2 -1
14w to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Poorly Maintained -4 -2 -1
12t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Horribly Maintained -4 -2 -1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Damaged -2 -2 -1 +1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.

147
Explosive Var iations (M ay Select 1, Explosive Only)

Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Shrapnel +1 +0
Black Powder +1 +0
Momentum 1: Destroy two spaces of destructible terrain that you have just damaged.
Dragon Powder +1 Kn +1
Splash +1, Dangerous 2 (Small Fire), Momentum 1: Destroy three spaces of destructible terrain that you have just damaged.
Potion -1 Magic. +1 Kn +1
Elixir -2 -1 Chemical. +0
Dangerous 2 (GM defined).

Explosive Modifications (M ay Select any Amount, Explosive Only)

Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Extra Ammo +X 10w +X

148
Chemical Var iations (M ay Select 1, Chemical Only)

Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Acid +1 +0
Burn.
Poison -2 -1 +0
Blunt.
Strong Hit: Poisoned (Attack, Hit) Target has 6 End Dmg if they move themselves more than 6 spaces in a Turn (does not Stack).
Toxic -1d6 -2 +0
Strong Hit: Toxic (Attack, Hit) Target has -2 to all Rolls until they receive Patch-Up or Extended Care (does not Stack).
Dragon’s Piss +2w/t +0
Energy, Burn.
Strong Hit: Set Alight (Attack, Hit) Target takes 5 End Dmg at the start of each of their Turns until they receive First Aid or become Wet (does not Stack).
Noxious Cloud -2 -1 +2w/t +1
Blunt, Creates Dangerous Environmental area (6 End Dmg to any target than enters or starts their Turn in that space) equal in size to this Weapon’s
Splash area or a single space (if it does not have Splash).
Flash -2 +1
Blunt.
Strong Hit: Flash (Attack, Hit) All Damaged characters are Suppressed.

149
Magic Var iations (M ay Select 1, M agic Only)

Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Blood +1 * +0
*Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum.
Muck -2 -1 Chemical. +0
Blunt, Dangerous 1d3 (Acid Pool),
Fire +4* +2 +2
Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets.
Storm * +1 +1 +1 Kn +0
Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet.
Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
Curse -3 * Intimidate. +1 Kn +1
Dangerous 4 (Cursed Ground), *Ammo is regained at the end of Combat.
Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
Bind * -1 Tackle (14)**. +2 Kn +1
Blunt, Dangerous 1 (GM defined), *Hit +Luck with Tackle Action, **You don’t gain Grabbing from this Weapon.

Magic Modifications (M ay Select any Amount, M agic Only)

Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Familiar +1 1 Kn +0
Well Practiced +1 +1
Awakened in Combat +1 +1 16p +0
Arcane Knowledge +1 +1 +2
Forbidden Power +1 +1 8 Kn +0
Flamboyant Power -1 2 Kn +1
Strong Hit: Show of Power (Does not Req Hit, once per Combat) All enemies with a Defence vs Intimidate lower than 15 take 10 End Dmg.
Focus +1 2 Kn +0
Max Momentum (+2 End Dmg), +One Handed (this Modification is a physical object).
Large Focus +4 1 Kn +1
+Two Handed (this Modification is a physical object).
Quality Components +1 +1 +1
Rare Components 16w / 16p +0
Momentum 1: Your next Attack with this Weapon gains +2 Hit and End Dmg.
Combo -1 -1 2 Kn +2
Strong Hit: Combo (Once per Turn, Hit) Make a free Attack against your target with a different Natural, Magic Weapon.
Mighty -1d6 +1d6 2 Kn +1
Linger -1d6 3 Kn +3
Strong Hit: Linger (Once per Turn, Hit) At the start of your next Turn make a free Attack against your target with this Weapon (costing no Ammo).
Perfect Shot -2 1 Kn +1
Your target gains no bonuses to their Defence from Cover.
Tracking Shot -2 2 Kn +1
Your target gains no bonuses to their Reflexes from Cover.
Low Quality Components -1d6 -2 -1
14w to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Poorly Practiced -1d6 -2 -1
12t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Horribly Practiced -1d6 -2 -1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.

150
Summon Var iations (M ay Select 1, Summon Only)

Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Undead -1 -1 +0
Bodies: +2. You may only regain lost or gain new Bodies if you have available corpses or if you choose to lose 5 Endurance,
Momentum 1: Gain +1 Body (may go above your maximum, additional Bodies are lost at the end of Combat).
Aquatic Monsters * * +0
Movement +1, Amphibious: Native Environments: water and land (see pg: 107), *+2 Hit and End Dmg vs Wet characters.
Beasts +2 +1 +1 Kn +0
Defence: +2 Movement: +4.
Fiends -2 +2 +6 +1 Kn +0
Strong Hit: Dark Pact (Attack, Hit, Once per Turn) Gain +2 Momentum and reduce your Max Momentum by 1 until the end of Combat (Stacks).
Ghosts +4 -1 +2 Kn +1
Defence: +2 Armour: +2 Movement: * Bodies: -1, *May Teleport, Fly, and are Incorporeal.
Insect Swarm -1 +1 +1d6 -2 +2 Kn +1
Defence: +8 Movement: **, **May Fly.

Summon Modifications (M ay Select any Amount, Summon Only)

Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Extra Summons +X
Bodies: +X.
God Totem +1 +X +2 +X -1 +X 2x 22p +1*
(Unleash the Kraken!) Optional, 1 Use, GM defines X (usually 2 or 3), Splash X, All players suffer -X to all Plunder Rolls if you use this Modification, *Not an NPC,
Defence: -X Armour: +X Movement +X** Bodies: ***, **GM may give this Summon: Teleport, Fly, Incorporeal and/or a Native Environment,
***At the end of your Turn destroy 1 of your Bodies unless you spend 1 Momentum, ***All Bodies must stay close together (GM discretion)
as they are assumed to be multiple parts of the one creature.
Gifted Summoner +1 X Kn +1
Regained Bodies may be placed anywhere within 8xX of you (normally within 3).
Defensive Summoner 1 Kn +1
Defence: +1 Bodies: -1, You may regain Bodies during your or any ally’s Turn (normally only on your Turn).
Large -1 +2 1 Kn +0
Defence: -2 Movement -2 Bodies: -1**, **Each of your Bodies takes up 2-3 spaces.
Reach -1 +2 Free +0
Defence: -1.

151
Crew Var iations (M ay Select 1, Crew Only)

Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Well Armed +1 +0
May carry 4 Equipment Slots of gear for you.
Cannon Fodder -1 +0
Defence: -2 Armour: -1 Bodies: +2, May carry 4 Equipment Slots of gear for you.
Pack -2 -2 +0
Defence: -2 Movement: -2, May carry 10 Equipment Slots of gear for you.
Armoured +1
Defence: -4 Armour: +1 Movement: -2, May carry 4 Equipment Slots of gear for you.
Vicious +2 +1 +2 +2
Movement: +2.
Acolytes -4 +2 +2 Magic. 4 Kn +2
Defence: -2 You may have Summons if you also have this Crew present (Summons lost if all Crew die).

Crew Modifications (M ay Select any Amount, Crew Only)

Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Practiced +1 1 Kn +0
Regular Practice +1 +1
Bloodied +1 14p +0
Well Paid +2 +1 +1 16w +1
May carry 2 fewer Equipment Slots of gear for you.
Reinforcements -2 +1
Bodies -2, Momentum 2: If you’re close to your Ship your Crew regain 2 Bodies at the end of your Turn (Stacks).
X Extra Crew +X
Bodies: +X
Experts 2 Kn +0
+2 to all Crew Skill Rolls (normally +1).

152
Ship Support Var iations (M ay Select 1, Ship Support Only)

Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Ragtag +1 +0
Well Supplied +1 +2 16w +2
Spotters +2 +1 +2 +2 Kn +2
All of your other Weapons gain +2 Hit while you’re within sight of your Ship.

Ship Support Modifications (M ay Select any Amount, Ship Support Only)

Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Practiced +1 1 Kn +0
Regular Practice +1 +1
Well Trained +1 1 Kn +0
Well Paid +1 +1 +1 16w +1
Quality Weapons +1 +2 +1 +2

153
Outfits (M ax 1)

Outfit Defence vs Tac vs Int Armour vs Luck at 0 End Slots Swim Stealth Wgt Acquire Resources
Naked / Very Little Clothing +2 -2 0 +6 0 +2 0 Auto -
You’re immune to Pen, No Variations, May only take Body Modifications.
Light Clothing 2 +1 -1 6 1 8w 1
You’re immune to Pen.
Heavy Clothing +1 2 10 -1 3 10w 1
You’re immune to Pen.
Light Armour -1 +1 3 -1 -1 8 -4 -2 4 14w 3
Momentum 3: Gain +1 Armour vs an Attack you can perceive (Stacks).
Heavy Armour -2 -2 +2 4 -3 -1 6 -6 -4 5 18w 16t 6
Momentum 2: Gain +1 Armour vs an Attack you can perceive (Stacks).

Outfit Var iations (M ay Select 1, Outfit Only)

Variations Defence vs Tac vs Int Armour vs Luck at 0 End Slots Swim Stealth Wgt Acquire Resources
Cheap -2 +1 +1 +0
Uniform / Insignia +2 -1 +1 +2w/t +0
All adjacent allies with a matching uniform reduce Endurance Damage against them by 3 (normally 2).
Black / Muted Tones +1 +0
Mystical +1 -1 -1 +2w/t +0
All of your Magic Weapons gain +2 End Dmg.
Functional +1 +1 +1 +1 +2w/t +1
+1 Physical.
Impressive / Big Hat +4 -1 +4w/t +1
+1 Leadership.

154
Outfit Modifications (M ay Select any Amount, Outfit Only)

Modifications Defence vs Tac vs Int Armour vs Luck at 0 End Slots Swim Stealth Wgt Acquire Resources
Extra Pouches +1 8w +0
Backpack +4 -2 +1 8w +0
Optional.
High Quality +1 12w +0
Perfect Fit +1 +1 -1 14w +0
Masterwork +1 2x 16w +3
You may have 2 Outfit Variations.
Monster Sinew +1 14p +0
Monster Hide +1 14p +0
Monster Bone +1 14p +0
Poorly Maintained -2 -1 -2 -1 -1
12t to remove this Modification.
Damaged -1 -2 -1 -1
14t to remove this Modification.

Body Modifications (M ay Select any Amount, Naked / Very Little Clothing Outfit Only)

Modifications Defence vs Tac vs Int Armour vs Luck at 0 End Slots Swim Stealth Wgt Acquire Resources
Extra Pouches -1 -1 +1 8w +0
Optional.
Backpack -1 -2 +4 -4 +1 8w +0
Optional.
Mud -2 +2 -2 * +1 +1 Free +0
Optional, *Swimming or becoming Wet removes this Modification.
Martial Training / Arcane Protection +1 -2 14p +2
Momentum 3: If you have Endurance you may shift any Attribute Damage you have just received onto your Luck.
Tattoos +1 +X Xx 14t +1
Monster Jewellery -1 +2 14p +0
Optional.
Mystical Markings +1 +1 -1 1 Kn +1
All of your Magic Weapons gain +2 End Dmg.

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